Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Ero WitchesView game page

A Madoka Magica erotic fan parody HRPG
Submitted by madodev — 2 days, 23 hours before the deadline
Add to collection

Play game

Ero Witches's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

OR GYARU

or royalification or royal weight gain or combining different stage gimicxks or transformation or bimbofication or broodmothers

or dressinflation

jusk asking will there be queenification or pregnancy

Developer

There will only be pregnancy, none of the other things you mentioned.

Suggestion: Could you make it so certain features of a dungeon could be taken out of them? It would be cool if it let you carry forward a particular debuff/feature and giving a persistent bonus. Or maybe if you full-clear an area it lets the effect become permanent.

Submitted

Hey madodev, I know you saw the folder link in the thread, but here's the link for just your video:

https://mega.nz/file/zZlzWBSI#Y6HrSGpXxyEIksCUrJXsRLaQGCXjOXRaFf8yn3F4V5o

I am also going to include:

I noticed you replied to me in the thread with the new version link. I am going to record myself playing that from start, but I am probably going to upload that this weekend.

Also, I wish saves were located in game's folder, but that's personal preference.

Developer

Truly, thanks a lot! I look forward to it.

I already said so in the thread, but watching someone else play the game is an eyeopener. It makes balance and onboarding issues so much clearer.

The saves are unfortunately a Godot limitation, I have to use that folder (default godot user:// folder) or the web export doesn't work.

Submitted

Surely godot can have separate code snippets based on what platforms you export to, right? R-right? I have no idea, but it's a shame if that's the case.

watching someone else play the game is an eyeopener. It makes balance and onboarding issues so much clearer.

I agree 100%. Written feedback is great, but seeing someone play also gives you a lot of opportunities to notice what else could be improved, that wouldn't be mentioned by players themselves.

Developer
godot can have separate code snippets based on what platforms you export to, right? R-right?

Yeah, of course, but that sounds like a lot of work ;)

Written feedback is great, but seeing someone play also gives you a lot of opportunities to notice what else could be improved, that wouldn't be mentioned by players themselves.

Well, then I'll upload a vid of me playing Goblin Resort this weekend. It's the least I can do.

Submitted

You've given me a lot of feedback this DD, so don't feel like you need to pay me back with a video. Exchanging feedback is what DDs are about.

Submitted

>replying to old chain comment so you get notified.

Here's another video of me trying the version after the changes you made:

https://mega.nz/file/jA8jwThS#Wc1-Xn2aAJtsiRpiS9c1k7foeHKex84M0LzUPdFqGvI

Developer

I gotta admit, that was painful to watch. Consumables - except exp pills - rest upon resting/dieing/talking to kyubey. I need to find a way to make this clearer to the player. You spent a lot of time pressing Z for no reason :)

Equally, I should try to make the use of buffs/debuffs more clear. The first boss is easily defeatable at level 9, see this for example: https://mega.nz/file/qAhUhZDa#pKn4TyYnTBI8W4BBuLMG3BUgYNxVdx5igk8F1K7g5XY
But I guess that the use of debuffs will become clear anyway once they're coupled to damaging attacks. Your playing did show that the update to the 10 level cap was necessary. I had already had complaints of people getting filtered by that boss, but had no idea how that would be possible

Submitted

I used some debuffs before, but not as much as you in that example video.

You spent a lot of time pressing Z for no reason :)

What else was I supposed to do? I was just trying to reach the level cap. I am happy you find seeing me play useful.

Developer

You could use the consumables to give you your moves back (remove the corsets/heels). I thought you were holding out on those because you believed they would be lost forever if you used them. Is there another reason you chose not to use them?

Submitted

oh, the corset and heel removers I thought were one use items, yes. I think part of the reason was because I only got enough for 2 girls, which might have made me think I am going to need to save them for the boss, and decide on who I get to use it.

JRPGs are not my usual genre, and it's not my usual 'content' but I'm gonna give it a shot.

I played to the end of the first dungeon (and skipped around to see some of the other dungeon mechanics) and wrote down some notes.

- Not a fan of this series, so I won't comment on the setting or characters.

- Scrolling dialogue box is interesting. I don't know if that's an RPGM feature or not, but I like being able to be able to read at my own pace (and go back) than wait around like in most VNs.

- For that matter, UI is pretty interesting and quite stylized. I like stuff like the X menu popup but I'm not totally sure what the point of having the controlled character on the left constantly is. I guess it's meant to show the character's current 'status'? Why not just have that pop-up during combat and in-menu? Might just be intended as ero material, but it does take up a *lot* of screen real-estate.

- On first impressions, the game's art is serviceable, better than some RPGM stuff I've seen. Works well enough for what it is.

- It's a little weird that the enemies are 'behind' our characters during battle, but I get the reason you're doing it this way.

- Music is surprisingly decent, but can get mildly repetitive.

- First dungeon: Shame mechanic seems pretty interesting so far. Reminds me of DoL. Not sure how to raise 'Shamelessness' but I'm sure it will show up. My characters are gaining it, but I'm not sure why. My usual issue with ero games is that their mechanics and their 'content' are totally separate. Mechanics that are actually relevant to the 'content' really helps - people will actually want to play this like a game rather than stop after the first h scene.

- A bit confusing that the *more* tattered clothing is, the *higher* the 'clothing' number is. Feels like it should be similar to 'armor', where it goes down when tattered. In the 'rags' description, you call it the 'Undress value' which might make more sense.

- The bosses should really have a different background and music - feels kinda like just another enemy.

- The per-dungeon mechanics are a pretty decent idea so far. A majority of this stuff doesn't appeal to me, but at least there's a good variety here.

- Skipping dungeons is an interesting option to have, especially with each dungeon being designed around a certain fetish. Not sure how you'll prevent people from skipping the entire game though.

- Game actually might have broken after being in the character menu and being spotted by an enemy - combat starts, and now I can't select shit. Might be a WebGL issue.

Overall: Mechanics that actually tie into the 'content' of the game, unlike most h-games. Not a bad JRPG, especially for RPGM.

Developer(+1)

Thanks for the detailed feedback! Especially since it isn't your usual content.

Game actually might have broken after being in the character menu and being spotted by an enemy - combat starts, and now I can't select shit. Might be a WebGL issue.

Do you have any more information on this? I can't seem to replicate it. The game is supposed to pause when entering the character menu.

A bit confusing that the *more* tattered clothing is, the *higher* the 'clothing' number is.

You're right, I'll change the name of that stat to Undress.

The bosses should really have a different background and music - feels kinda like just another enemy.

Good point.

Not sure how you'll prevent people from skipping the entire game though.

So be it. If they don't want to play the game, they could've just not opened the game, or read a guide or something.

Good.

The main thing I'd really like changed is that there really needs to be a pause on enemy movement after a fight until you move. Right now, it seems to stun you and force you into back-to-back fights with nothing you can do about it.

Developer

Good point. I'll see whether it's feasible to implement that.

Submitted

I like this kind of fan game, something soulful about taking something you like and putting a 'twist' on it.

So is this designed to wack it while playing? Cause it feels like enter and space should be select.

Also my first impression was "select" would advance text, hitting down feels odd.

Are you going to do art for the enemies later?

Developer

> Controls
The main controls are meant to be either played with one hand, or the RPGMaker controls. But I'll add Enter and Space to always be select as well.

> Select to advance text
Good idea, I'll add that as an alternative (select goes down, cancel goes up).

> Art for the enemies
No, enemy art is final. Primarily due to laziness, but the sketchy style also fits the Madoka labyrinths.

Submitted

Attack selection memory would be neat, so I don't have to scroll down to the attack I want every time.

I like the weird Madoka text being used for names, health, and all those things related to witches. I can see it being a feature that non-Madoka fans get annoyed at, but your audience is Madoka fans so there's no reason to bother changing it.

You being spotted because the enemies saw your party members is annoying, though i guess makes sense.

Can't move skills without having an extra skill in your menu. I was trying to put my strongest attack as the first default option.

Exp pills feel pretty useless, they don't give enough, and there's a level cap and abundant enemies in each level that almost guarantee that you'll end up at max level by the end anyways.

At maximum corset and max corset skill the corset savant effect would not unlock

Game felt too grindy and repetitive, and I don't really care for the erotic elements, especially Madoka with a dick, so I stopped playing after dungeon 3. with some balancing it could be more fun.

Developer(+1)

Thanks for playing!

> Attack selection memory
Good idea, I'll add that.

> You being spotted because the enemies saw your party members is annoying
Gitgud ;^)
But it's also to give you a reason to press on after losing party members, since it is then easier to evade enemies.

> Can't move skills without having an extra skill in your menu
I'll see whether I can add that without breaking stuff.

> Exp pills feel pretty useless
Good point, I'll see how I can rebalance them.

> At maximum corset and max corset skill the corset savant effect would not unlock
Ah, that's a bug. I'll fix it.

> Game felt too grindy and repetitive
I'm planning on adding an easy mode in the future. But I guess it still won't be a great experience if you're not interested in the erotic elements.

Submitted

The HP numbers need to be more precise since I have no idea how much HP an enemy has. Also healing spells since any enemy can deal half HP for a protag. I personally found it weird why the dialogue is the way it is with going down it, but it's a nitpick, the lewd stuff is good which is 90% of it.

Developer(+1)

Thanks for playing!

The HP numbers need to be more precise since I have no idea how much HP an enemy has.

Hp is currently listed in Madoka runes, I'll see whether I should put it in normal text though.

healing spells

Healing spells would break the balance of the game as there would no longer be an element of attrition. But I'll rebalance the enemies so they do less damage.

Dialogue going down feels weird

Yeah, I'll make it so "select" also moves the dialogue down. Seems like a lot of people prefer that.

Submitted

I love cunny(in mibnecraft)

Developer

😭